Shader "Study/13_imageCircle" {
Properties{
_image("image", 2D) = "white" {}
_percent("_percent", Range(-5, 5)) = 1
_angle("angle", Range(0, 1)) = 0
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _image;
float _percent;
float _angle;
struct v2f {
float4 pos:SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
fixed4 frag(v2f i) : COLOR0{
// 计算圆角
float2 uv = i.uv.xy - float2(0.5,0.5);
float rx = fmod(uv.x, 0.4);
float ry = fmod(uv.y, 0.4);
float mx = step(0.4, abs(uv.x));
float my = step(0.4, abs(uv.y));
float alpha = 1 - mx*my*step(0.1, length(half2(rx,ry)));
fixed4 k = tex2D(_image, i.uv);
//k += fixed4(v,v,v,v); // 加上光线
k *= fixed4(fixed3(1, 1, 1), alpha); // 圆角的运用
return k;
}
ENDCG
SubShader {
Tags{ "Queue" = "Transparent" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
}
其中fmod函数 :取模
step函数 :step(edge, x): 如 x<edge 则0.0, 否则 1.0